Dralnu
2011-03-14, 06:26 PM
I've got another session of my homebrew campaign coming up. This time, our heroes are heading over to Frostfell Mountains to make contact with a mysterious group called the Knights of the Sacred Seal. Unfortunately, the journey is quite perilous...
The adventuring group is four lvl 8's and overall a solid tier 3 in power:
Dunsten, Human Barbarian 2 / Warblade 6: Tank of the group. Smasher of the group. Likes the Bonecrusher maneuver, a lot. Often does around 40-50 damage on his swings and ignores DR. Has a toned down version of the Mineral Warrior template (DR 2, Natural Armor +2)
Jimmy, Halfling Rogue 5 / Assassin 3: Sneaky scout, silent killer, and trap disabler. Uses his anklet of translocation and rogue's blade to teleport all over the place.
Don, Human Favored Soul 8: Support. Likes combat control. Favorite spell is Summon Undead II for skeletal owlbears. Also likes Dispel Magic. Can fly.
Syn, Drow Scout 8: Sneakiest scout of the group. Often hides / moves silently / spots / listens for 30ish. Has a +1 Seeking Spellstoring Composite Bow that usually holds dispel magic.
Halfling Settlement:
The PCs have already mentioned that they want to stock up on supplies first before entering the arctic mountains, which is wise. This settlement will serve that purpose.
I envision this as a gypsy settlement at the base of the mountain range. I doubt the PCs will spend much time here so I'll likely improv the majority of the details.
Stuff that I'll sell here:
1) Basic adventuring gear items from the PHB and Frostburn
- Most importantly cold weather outfits and (maybe) fur clothing. That gives them level 1-2 protection from cold.
2) A famous dagger-throwing halfling selling his famous brand.
- Gotta have a light weapon for the frost worm fight!
- Garen Eastwind (RotW p139) challenges the PCs to a dagger-throwing contest, if they win they get a +1 returning dagger as the prize
3) A tome of knowledge arcana +2 and a tome of knowledge nature +2
- Illustrated Atlas of Arctic Fauna, Flora and Enviroments (nature +4 in arctic environments, +2 elsewhere)
- A Beginner's Guide to Arcane Magic (+2)
- 75gp each
Any suggestions on what else to sell or things of note here would be appreciated.
The Lawful Good Escort
- also stocking up at the halfling settlement
- a lawful good messenger of a powerful group of celestials is on his way to the Order of the Sacred Seal
- wants to hire the PCs to help him stop the frost giants from conquering the area
- since the PCs have no idea how to find the Order, it's in their best interest to help him out
- if killed, beacon shoots up, heavens split open, and a Celestial Death Squad is sent after the PCs
If the PCs kill him and then enter frostfell mountains, they'll eventually get a whispering wind message (Orthos vestige ability) telling them where to go to meet the Knights of the Sacred Seal.
Human Village
Inuit-style village in frostfell that the PCs can go to for shelter, information about the lands, and get supplies. Not sure how to liven this up.
- possible shark-fighting to earn the respect of the elders
- vendor sells or tells the PCs where to find items made of Blue Ice / Stygian Ice etc. (frostburn p80)
- tells them that they've lost communication with their neighbors, know frost giants are behind it
- not afraid of the frost giants, believe that the land beneath them is holy and the frost giants won't attack, ancestors protect them
- PCs feel uneasy standing here (mild consecration effect)
- place is overcrowded due to refugees
Amphibious Frost Worm
- PCs fight dire animals on a frozen lake in a snowstorm
- mid-fight the animals start backing away and look nervous
- the worm starts punching holes through the ice, swallowing up whomever it can
- if adjacent to the worm's entrance, balance check DC 10 or fall into the water
- omnomnom!
White Dragon
- Old (http://www.d20srd.org/srd/monsters/dragonTrue.htm) (CR 15)
- treasure (Draconomicon p283)
- is in partnership with the frost giants, gives clutches of white dragon eggs to them in exchange for services / treasure
- guarded by two Ice Golems (frostburn p138)
- lair entrance is an ice tunnel on a steep slope
- leads to a massive ice pit
- beside the ice pit is a pressure plate that activates a trap to knock the PCs into the pit (not sure what trap yet, advice?)
- Ice Golems also are "hidden" in the ice walls beside the pressure plate
- when PCs pass by, the golems activate, press the plate and bull rush them into the pit
- the golems fight the PCs in the pit while the dragon emerges, stays on the pit walls, and breaths down on all of them
Frost Giants
- 3 varieties (frostburn p133)
- 1 variety (http://www.dandwiki.com/wiki/SRD:Frost_Giant)
- looking to re-establish ancient kingdom
- one warband led by a charismatic leader is slowly uniting the rest, using his power new ally the white dragon
- maybe an encounter on an Ice Bridge (toll bridge)?
Snow Weird
- tells the PCs where to find the Order
- gives a cryptic prophecy
Those are all my ideas for now. Help always appreciated!
The adventuring group is four lvl 8's and overall a solid tier 3 in power:
Dunsten, Human Barbarian 2 / Warblade 6: Tank of the group. Smasher of the group. Likes the Bonecrusher maneuver, a lot. Often does around 40-50 damage on his swings and ignores DR. Has a toned down version of the Mineral Warrior template (DR 2, Natural Armor +2)
Jimmy, Halfling Rogue 5 / Assassin 3: Sneaky scout, silent killer, and trap disabler. Uses his anklet of translocation and rogue's blade to teleport all over the place.
Don, Human Favored Soul 8: Support. Likes combat control. Favorite spell is Summon Undead II for skeletal owlbears. Also likes Dispel Magic. Can fly.
Syn, Drow Scout 8: Sneakiest scout of the group. Often hides / moves silently / spots / listens for 30ish. Has a +1 Seeking Spellstoring Composite Bow that usually holds dispel magic.
Halfling Settlement:
The PCs have already mentioned that they want to stock up on supplies first before entering the arctic mountains, which is wise. This settlement will serve that purpose.
I envision this as a gypsy settlement at the base of the mountain range. I doubt the PCs will spend much time here so I'll likely improv the majority of the details.
Stuff that I'll sell here:
1) Basic adventuring gear items from the PHB and Frostburn
- Most importantly cold weather outfits and (maybe) fur clothing. That gives them level 1-2 protection from cold.
2) A famous dagger-throwing halfling selling his famous brand.
- Gotta have a light weapon for the frost worm fight!
- Garen Eastwind (RotW p139) challenges the PCs to a dagger-throwing contest, if they win they get a +1 returning dagger as the prize
3) A tome of knowledge arcana +2 and a tome of knowledge nature +2
- Illustrated Atlas of Arctic Fauna, Flora and Enviroments (nature +4 in arctic environments, +2 elsewhere)
- A Beginner's Guide to Arcane Magic (+2)
- 75gp each
Any suggestions on what else to sell or things of note here would be appreciated.
The Lawful Good Escort
- also stocking up at the halfling settlement
- a lawful good messenger of a powerful group of celestials is on his way to the Order of the Sacred Seal
- wants to hire the PCs to help him stop the frost giants from conquering the area
- since the PCs have no idea how to find the Order, it's in their best interest to help him out
- if killed, beacon shoots up, heavens split open, and a Celestial Death Squad is sent after the PCs
If the PCs kill him and then enter frostfell mountains, they'll eventually get a whispering wind message (Orthos vestige ability) telling them where to go to meet the Knights of the Sacred Seal.
Human Village
Inuit-style village in frostfell that the PCs can go to for shelter, information about the lands, and get supplies. Not sure how to liven this up.
- possible shark-fighting to earn the respect of the elders
- vendor sells or tells the PCs where to find items made of Blue Ice / Stygian Ice etc. (frostburn p80)
- tells them that they've lost communication with their neighbors, know frost giants are behind it
- not afraid of the frost giants, believe that the land beneath them is holy and the frost giants won't attack, ancestors protect them
- PCs feel uneasy standing here (mild consecration effect)
- place is overcrowded due to refugees
Amphibious Frost Worm
- PCs fight dire animals on a frozen lake in a snowstorm
- mid-fight the animals start backing away and look nervous
- the worm starts punching holes through the ice, swallowing up whomever it can
- if adjacent to the worm's entrance, balance check DC 10 or fall into the water
- omnomnom!
White Dragon
- Old (http://www.d20srd.org/srd/monsters/dragonTrue.htm) (CR 15)
- treasure (Draconomicon p283)
- is in partnership with the frost giants, gives clutches of white dragon eggs to them in exchange for services / treasure
- guarded by two Ice Golems (frostburn p138)
- lair entrance is an ice tunnel on a steep slope
- leads to a massive ice pit
- beside the ice pit is a pressure plate that activates a trap to knock the PCs into the pit (not sure what trap yet, advice?)
- Ice Golems also are "hidden" in the ice walls beside the pressure plate
- when PCs pass by, the golems activate, press the plate and bull rush them into the pit
- the golems fight the PCs in the pit while the dragon emerges, stays on the pit walls, and breaths down on all of them
Frost Giants
- 3 varieties (frostburn p133)
- 1 variety (http://www.dandwiki.com/wiki/SRD:Frost_Giant)
- looking to re-establish ancient kingdom
- one warband led by a charismatic leader is slowly uniting the rest, using his power new ally the white dragon
- maybe an encounter on an Ice Bridge (toll bridge)?
Snow Weird
- tells the PCs where to find the Order
- gives a cryptic prophecy
Those are all my ideas for now. Help always appreciated!